WOW FOREVER · CLASS GUIDE
Updated November 3, 2026
Overview
The mage is the classic ranged caster: big damage, crowd control (sheep, freezes, slows) and utility no one else brings, like free food and water, teleports and portals. Forever adds Ice Lance, Frostfire Bolt, an Arcane tree rebuilt around Arcane Blast and Arcane Wrath, and a mage-only system for deciphering scrolls. It suits players who like fighting from range and controlling the fight, and who accept dying fast when they slip up.
Strengths
- Lots of control: Polymorph, Frost Nova, slows from Frostbolt and Cone of Cold, and Counterspell to stop casts.
- Barely spends gold on food or drink: conjures it for free from level 4 and shares it with the group.
- Teleports from 20 and portals from 40: back to a capital in seconds, and groups will want you.
- Easy escapes: Blink frees you from stuns and roots, and talents add Ice Block and Ice Barrier.
- Area damage for dungeons and groups: Arcane Explosion, Flamestrike, Blizzard and Cone of Cold.
Weaknesses
- Cloth only and low health: if an enemy reaches you with no Frost Nova or Blink ready, you are in trouble.
- Very mana-hungry: expect to drink often between fights.
- In Forever the old mass-kiting AoE is toned down (Blizzard slows less and Cone of Cold only fully controls 4 enemies).
- A Blizzard rank learned more than 12 levels below yours rarely triggers Arcane Concentration, Frostbite and Fingers of Frost. Since 2 November other spells no longer have that penalty.
The specs
| Frost | Ranged DPS and control · Solo leveling and PvP Slow and freeze, then finish with Ice Lance, which deals 300% more damage to frozen targets (four times its damage; Blizzard confirmed it in its 2 November notes) and shares an 8 sec cooldown with Fire Blast. Fingers of Frost makes your spells treat the target as frozen even when it is not. It is the safest tree and the one almost every guide picks for leveling. |
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| Fire | Ranged DPS · Dungeons and group damage Built around crits: every crit with Fireball, Frostfire Bolt, Fire Blast or Scorch stacks Heating Up and shortens your next Pyroblast. Fire Power adds damage for each of your fire effects on the target. Since 2 November Incineration goes up to 5 points (10% crit), Critical Mass is back to 3 (6%), Improved Fireball is renamed Accelerant and Improved Fire Blast moves down to row 3. |
| Arcane | Ranged burst DPS · Burst windows and players who want something new Rebuilt for Forever: Arcane Blast powers you up with each cast, Arcane Wrath scales with your maximum mana and Missile Barrage makes Arcane Missiles free and faster. It relies on random procs and careful mana management. On 2 November Arcane Focus was removed: its hit now lives in Precision (Frost), which gives 6% to every spell. |
Recommended races
| Gnome (Alliance) | Eureka! (8 sec of more damage and lower cost), Expansive Mind (+5% mana) and Escape Artist to shake off slows. The most complete pick for PvE and PvP. |
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| Human (Alliance) | Ruthless adds crit chance, The Human Spirit more Spirit, and Will to Survive breaks stuns, great in PvP. |
| Skyborne (High Order) (Alliance) | New race: Wind Blessed adds haste, Read Leyline speeds up health and mana regeneration, and Walk on Air lets you glide. Requires the Heroic pack or higher. |
| Orc (Horde) | A new mage race in Forever. Blood Fury raises spell power by 10% for 15 sec, Shatter Curse cleanses curses and Hardiness shortens stuns. |
| Undead (Horde) | Will of the Forsaken breaks fear, charm and sleep: the best PvP pick. Cannibalize helps you recover while leveling. |
| Troll (Horde) | Berserking speeds up casting by 10% for 15 sec, and Beast Slaying adds damage against beasts, which you fight a lot while leveling. |
Leveling 1-60
Leveling spec: Frost
For leveling we recommend Frost, like most guides (Method, Warcraft Tavern, Icy Veins, Mobalytics). It is the safest tree: your spells slow, Frostbite and Fingers of Frost open freeze windows, and Ice Lance plus Shatter do the heavy hitting there. Frost Channeling makes spells cheaper, and from 40 you have Ice Barrier. The plan is simple: Frostbolt from range, Ice Lance when the enemy is frozen, Frost Nova if it gets close. Arcane also works solo (one guide prefers it for its mana savings) and Fire does better in dungeons. Note: the tree changed on 28 and 30 October and Blizzard confirmed it in its 2 November notes (goodbye Piercing Ice, Arcane Focus and Frost Blast); this build already uses the new tree.
Talents, point by point
| 10-14 | 5/5 Improved Frostbolt Frostbolt casts half a second faster: more damage per second from day one. |
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| 15-19 | 3/3 Frostbite, 2/5 Ice Shards Frostbite randomly freezes targets with your chill effects; it is what feeds Ice Lance later on. |
| 20 | 1/1 Ice Lance New instant spell: four times its damage against frozen targets (300% more). It is your finisher; it shares an 8 sec cooldown with Fire Blast. |
| 21-26 | Ice Shards de 2/5 a 5/5 (+3), 3/3 Frost Channeling Bigger crits and 15% cheaper Frost spells: you drink less. |
| 27-29 | 3/3 Shatter Much higher crit chance against frozen targets. Combined with Ice Lance, finishers hit hard. |
| 30-34 | 2/2 Fingers of Frost, 3/3 Permafrost Fingers of Frost makes your next 2 spells treat the target as frozen; Permafrost lengthens your slows. |
| 35-36 | 1/1 Ice Block, 1/1 Cold Snap Ice Block saves you from certain death, and Cold Snap resets Frost Nova, Cone of Cold and Ice Block. |
| 37-39 | 3/3 Improved Cone of Cold Cone of Cold hits much harder; good for finishing several enemies up close. |
| 40 | 1/1 Ice Barrier A shield that absorbs damage, raises your Frost damage (confirmed on 2 November: 15% for 1 min plus another 5% while the shield holds) and stops pushback while you cast. Keep it up at all times. |
| 41-43 | 3/3 Precision +6% hit with every spell (since 2 November it is a 3-point talent again and absorbs Arcane Focus): fewer misses against higher-level enemies. |
| 44-48 | 5/5 Winter's Chill Your Frostbolts empower your next Cone of Cold: each stack adds 20% damage (confirmed on 2 November; it was 5%). Useful against several enemies. |
| 49-52 | 2/2 Arctic Reach, 2/2 Improved Frost Nova More range (since 30 October, Ice Lance too: 10/20% more) and Frost Nova more often: more time out of danger. |
| 53-57 | 3/3 Improved Blizzard, 2/2 Frost Warding Blizzard now slows (40% max in Forever) for group AoE. Frost Warding makes Ice Barrier and Frost Ward absorb more and, since 2 November, instead of reflecting spells it can fully negate one without using up Frost Ward. |
| 58-60 | 3/5 Incineration (Fire) The Frost tree only holds 48 points: the last 3 go into Fire for extra Ice Lance crit chance. |
Leveling as Damage (Fire) · Fire (0/44/7)
For players who want the highest single-target damage and plan to dungeon and raid as Fire at 60. It burns more mana and has less control than Frost, so expect to eat and drink more often.
| 10-14 | 5/5 Accelerant Fireball casts half a second faster: more damage per second from day one. |
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| 15-19 | 5/5 Ignite Your Fire crits leave the target burning for an extra 40% of the damage. |
| 20-22 | 1/1 Pyroblast, 2/2 Improved Fire Blast Pyroblast is your opener (6 sec cast, best from range). Fire Blast comes back sooner and reaches further. |
| 23-25 | 2/5 Incineration, 1/1 Heating Up More crit for Fire Blast and Scorch. Heating Up: each crit shortens your next Pyroblast, and Fire Blast always adds a stack. |
| 26-29 | 3/3 Master of Elements, Incineration a 3/5 (+1) Fire and Frost crits refund part of their mana: you drink less. |
| 30-34 | 3/3 Critical Mass, 1/1 Blast Wave, Incineration a 4/5 (+1) +6% Fire crit, and Blast Wave, an instant area hit that also slows everyone around you. |
| 35-39 | 3/3 Fire Power, 2/3 Burning Soul More damage for each of your Fire effects on the target (Ignite, Pyroblast…). Burning Soul: fewer cast delays when hit. |
| 40 | 1/1 Combustion Burst button: each Fire hit raises your crit until you land 3 crits. For elites and hard fights. |
| 41-45 | Burning Soul a 3/3 (+1), 3/3 Improved Scorch, Incineration a 5/5 (+1) Improved Scorch makes each Scorch add 3% Fire damage (up to 5 stacks): use it on long fights. |
| 46-48 | 3/3 Precision (Frost) Three points in Frost for +6% hit: fewer misses against higher-level enemies and bosses. |
| 49-53 | 3/3 Impact, 2/2 Flame Throwing Your Fire spells can stun for 2 sec, and reach 6 yards further. |
| 54-56 | 3/3 Improved Flamestrike Flamestrike crits far more often: useful to clear packs in dungeons. |
| 57-60 | 2/2 Frost Warding (Frost), 2/2 Improved Frost Nova (Frost) Finish in Frost: stronger frost armors and Frost Nova more often to get away. |
Leveling as Damage (Arcane) · Arcane (42/9/0)
For players who want the reworked Forever tree: Arcane Blast and Arcane Wrath deal a lot of damage quickly. It levels fine solo, but you must watch your mana and it relies on random procs.
| 10-14 | 2/2 Wand Specialization, 3/5 Improved Channeling More wand damage to finish enemies without spending mana, and fewer Arcane Missiles delays when you get hit. |
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| 15-19 | 5/5 Arcane Concentration Clearcasting: sometimes your next damage spell is free. It is your biggest mana saver. |
| 20-24 | 1/1 Arcane Blast, 2/2 Missile Barrage, Improved Channeling a 5/5 (+2) Arcane Blast grants spell power with each cast (and costs more). Missile Barrage makes Arcane Missiles free and twice as fast. |
| 25-29 | 1/1 Arcane Wrath, 3/3 Arcane Meditation, 1/3 Arcane Impact Arcane Wrath scales with your maximum mana: cast it with Arcane Blast stacks up. Arcane Meditation: mana regenerates while you cast. |
| 30 | 1/1 Presence of Mind Your next spell is instant: an Arcane Wrath or a Polymorph when you need it. |
| 31-35 | 5/5 Arcane Mind +10% Intellect (more mana, more Arcane Wrath damage) and much stronger Arcane crits. |
| 36-39 | 3/3 Arcane Instability, Arcane Impact a 2/3 (+1) +3% damage and +3% crit on everything, plus more Arcane crit. |
| 40 | 1/1 Arcane Power 30% more damage for 15 sec at a higher mana cost. Save it for elites or for dropping two enemies at once. |
| 41-45 | Arcane Impact a 3/3 (+1), 2/2 Arcane Subtlety, 2/3 Arcane Resilience More crit, lower enemy resistances and extra armor based on your Intellect. Since 30 October (confirmed by Blizzard on 2 November) Arcane Resilience sits in row 1 and has 3 ranks, up to 75% of Intellect as armor (was 2 ranks and 50%); the third rank doesn't fit in this build. |
| 46-49 | 2/2 Arcane Geometry, 2/2 Magic Absorption More range for Arcane spells and extra resistances. |
| 50-54 | 5/5 Accelerant (Fire) Move into Fire: Arcane Wrath casts half a second faster. |
| 55-60 | 4/5 Incineration (Fire), 2/2 Improved Counterspell More Arcane Blast crit, and a Counterspell that also silences for 4 sec. |
Leveling as Group AoE damage (Frost AoE) · Frost (0/20/31)
For leveling in a group by pulling many enemies and killing them together with Blizzard, Cone of Cold and Flamestrike. Only worth it with another mage or a partner who can take hits; for solo play, use the main build.
| 10-14 | 5/5 Improved Frostbolt Until 20 you level with plain Frostbolt: half a second less per cast. |
|---|---|
| 15-19 | 2/2 Improved Frost Nova, 3/3 Permafrost Frost Nova more often, and longer, stronger slows: enemies take longer to reach you. |
| 20-25 | 3/3 Frost Channeling, 3/3 Improved Blizzard Blizzard arrives at 20: with Improved Blizzard it slows, so you can kite in a circle while it ticks. Frost Channeling makes spells cheaper. |
| 26-29 | 2/2 Arctic Reach, 1/1 Ice Block, 1/1 Ice Lance More Blizzard range (and Ice Lance range since 30 October) and a bigger Frost Nova and Cone of Cold radius. Ice Block saves you when a pull goes wrong. |
| 30-33 | 3/3 Improved Cone of Cold, 1/1 Cold Snap Cone of Cold hits much harder to finish the pack. Cold Snap resets Frost Nova, Cone of Cold and Ice Block. |
| 34-39 | 3/3 Shatter, 3/3 Precision Much more crit against frozen enemies (after Frost Nova) and +6% hit. |
| 40 | 1/1 Ice Barrier The key talent for AoE: while the shield is up you lose no cast time when hit. |
| 41-45 | 5/5 Incineration (Fire) Move into Fire: more crit for Ice Lance, Fire Blast and Scorch. |
| 46-50 | 5/5 Ignite (Fire) Flamestrike crits after Frost Nova (with Shatter) leave the whole pack burning. |
| 51-55 | 3/3 Improved Flamestrike (Fire), 2/3 Impact (Fire) Flamestrike crits far more and your Fire spells can stun. |
| 56-60 | 3/3 Master of Elements (Fire), 2/2 Flame Throwing (Fire) Fire and Frost crits refund mana, and Flamestrike reaches further. |
Key abilities by level
| 1 | Fireball Your first damage spell; Frostbolt takes over from level 4. |
|---|---|
| 1 | Frost Armor Armor that slows whoever hits you. Keep it up until you get Ice Armor. |
| 1 | Arcane Intellect More Intellect for you and your allies for one hour. |
| 4 | Frostbolt Damage plus a slow: your main spell all the way to 60. |
| 4 | Conjure Water Free water to restore mana; upgrade the rank every 10 levels. |
| 6 | Fire Blast Instant damage to finish enemies while on the move. |
| 6 | Conjure Food Free food to restore health. |
| 6 | Comprehend Scroll New Deciphers scrolls dropped by enemies for useful effects. It improves with use. |
| 8 | Polymorph Turns a humanoid or beast into a sheep: takes the second enemy out of the fight. |
| 8 | Arcane Missiles Channeled damage; Frost rarely uses it while leveling. |
| 10 | Frost Nova Freezes everything around you: your panic button and the setup for Ice Lance. |
| 14 | Arcane Explosion Instant damage around you; expensive in mana. |
| 16 | Flamestrike A pillar of fire on an area with a burn after; great right after Frost Nova. |
| 18 | Remove Lesser Curse Removes a curse or, in Forever, a Bane too. |
| 20 | Blink Teleports you 20 yards forward and frees you from stuns and roots. |
| 20 | Blizzard Channeled ice storm on an area: your group AoE. |
| 20 | Evocation Restores a large amount of mana over an 8 sec channel. |
| 20 | Ice Lance New Frost talent: instant, 300% more damage to frozen targets (up from 200%) and an 8 sec cooldown shared with Fire Blast. Confirmed in Blizzard's 2 November notes. |
| 20 | Arcane Blast New Arcane talent: each cast grants spell damage and makes the next one cost more. Since 30 October (confirmed by Blizzard on 2 November): 12% of your Intellect per cast (was 15%), 100% more mana cost (was 175%) and an 18 sec duration (was 15). |
| 20 | Teleport: Stormwind / Ironforge / Orgrimmar / Undercity Teleports to your capitals; learned from the portal trainer. |
| 24 | Counterspell Interrupts a spell and locks that school for 10 sec. |
| 25 | Arcane Wrath New Arcane talent: a bolt that gains damage from your maximum mana. |
| 26 | Cone of Cold A cone of damage and slow; slows the first 4 enemies harder. |
| 28 | Conjure Mana Agate A gem that gives back mana instantly mid-fight. |
| 30 | Ice Armor Replaces Frost Armor with much more armor. |
| 34 | Mage Armor Keeps 50% of your mana regeneration while casting; for long fights. |
| 40 | Frostfire Bolt New New spell that is both Fire and Frost: big hit, burn and slow. It checks the target's lower resistance. |
| 40 | Ice Barrier Frost talent: a shield that absorbs damage and raises your Frost damage by 15% for 1 min, plus another 5% while the shield holds (was 3% and 3%; a 30 October change confirmed by Blizzard on 2 November). |
| 50 | Teleport: Dalaran New New teleport to Dalaran. Where it is learned, and whether Horde gets it, is not known yet. |
How to kill while leveling
- Before you start: Ice Armor (or Frost Armor), Arcane Intellect and, from 40, Ice Barrier.
- Open with Frostbolt from max range and cast another while the slowed enemy walks in.
- When Frostbite or Fingers of Frost triggers, cast Ice Lance right away: it is your biggest hit.
- If it reaches you: Frost Nova, step a few yards away and finish with Ice Lance while it is frozen.
- Two enemies? Polymorph the second one and kill the first.
- To finish on the move, Fire Blast or your wand (Fire Blast shares its cooldown with Ice Lance: don't spend it if a freeze is coming). Frost Blast no longer exists since 2 November.
- Between fights, drink conjured water; if you run dry mid-fight, use a mana gem and Evocation.
Food and water, teleports, portals and group AoE
- Conjure Water gets new ranks at levels 4, 10, 20, 30, 40, 50 and 60; Conjure Food at 6, 12, 22, 32, 42, 52 and 60. Each cast gives 20 items (10 for the level 60 rank) and needs no reagents. The trainer does not sell the level 60 ranks: they come from a book, quest or drop.
- Conjured items vanish if you stay logged out for more than 15 minutes: do not stockpile before logging off.
- Mana gems: Agate (28), Jade (38), Citrine (48) and Ruby (58). They restore mana instantly in combat.
- Teleports (just you, 10 sec cast, use a Rune of Teleportation): level 20 Stormwind and Ironforge (Alliance) or Orgrimmar and Undercity (Horde); level 30 Darnassus or Thunder Bluff.
- Portals (for the whole group, 850 mana and 1 min cooldown, use a Rune of Portals): level 40 Stormwind and Ironforge or Orgrimmar and Undercity; level 50 Darnassus or Thunder Bluff.
- Teleports and portals are not taught by the regular trainer but by the portal trainer in the capitals (Alliance: Stormwind, Ironforge and Darnassus; Horde: Orgrimmar, Thunder Bluff and Undercity). New in Forever: Teleport: Dalaran at level 50.
- Group AoE: kill experience is split and drops sharply if someone is much higher level. Being boosted by a 60 is not worth it: group with players your level and clear dungeons or crowded areas.
- How to do it: let the tank gather the enemies; with threat on the tank, Blizzard. If they come for you, Frost Nova, a step back and Flamestrike or Cone of Cold; Arcane Explosion when they are on top of you. Always keep mana for a Frost Nova and a Blink.
- Classic-style solo AoE (dragging dozens of enemies with Blizzard) is toned down: Improved Blizzard slows 40% at most and Cone of Cold only fully controls 4 targets. Start with small packs of 3 or 4 and build up slowly.
Tips
- A wand from level 1 (about 15 minutes): sell what you start with until you have about 2 silver, learn Enchanting from your city trainer and buy a Copper Rod, two Mote of Magic and a Simple Wood. Craft the Runed Copper Rod (Copper Rod + Mote of Magic) and then the Novice's Practice Wand (Simple Wood + Mote of Magic), usable from level 1. Finishing with a wand saves mana from the very first minute. If you don't want Enchanting later, you can unlearn it.
- Get a wand early: at low levels it finishes enemies without spending mana.
- Frost Blast is gone (2 November). For a cheap slow, a low-rank Frostbolt works again: since that day low ranks trigger Frostbite normally. Only Blizzard is still penalized if you use a rank learned more than 12 levels below yours.
- Since 2 November, what you learn at the trainer no longer lands on your action bars by itself: open your spellbook and drag it there. Training everything from 1 to 60 costs about 206-207 gold, the same for every class.
- Polymorph heals the target very quickly: do not use it on one you already hurt if you plan to kill it last.
- From 40, portals also make money: in capitals plenty of players look for a mage to send them to another city and usually leave a tip. Offer them in the trade channel when you have some spare time.
- Pick up and decipher scrolls with Comprehend Scroll: they give temporary buffs. If you fail you may turn into a sheep for a bit, so do it out of combat and standing still.
- Do the class quests (around levels 10, 15 and 26): they reward staves, robes and wands.
- Visit the trainer every even level: there is almost always a new rank.
- With the «Talented» Legacy perk you get talent points up to 5 levels earlier; the build stays the same, it just comes sooner.
- Dual specialization arrives at level 40: you can level as Frost and keep Fire ready for dungeons.
- The beta variant with Missile Barrage no longer works: it put 2 points into Missile Barrage (Arcane) at 21-22, but since 2 November that talent sits in row 2 and you need 5 Arcane points first. Follow the build above.
- Weapons you can learn: daggers, one-handed swords and staves; wands are built in and need no training. Your race already knows one; the rest come from a weapon master. Each skill costs 10 silver from a capital-city weapon master and can be learned from level 1; polearms cost 1 gold and need level 20. Learn all three early so you can equip any Intellect or spell power weapon that drops: on a mage the weapon is for stats, not damage, and the wand finishes enemies off.
Level faster with the 5 experience boosts (food, sleeping bag, tent, inn and Legacy).
Key levels
| 4 | Frostbolt and Conjure Water: you play like a Frost mage and stop buying water. |
|---|---|
| 10 | First talent point and Frost Nova: you can now escape melee enemies. |
| 20 | Big jump: Ice Lance, Blink, Blizzard, Evocation and your first teleports. |
| 24 | Counterspell: you can now interrupt enemy casters. |
| 30 | Fingers of Frost and Ice Armor: solo fights get much smoother. |
| 40 | Ice Barrier, Frostfire Bolt, portals, riding and dual specialization. |
| 50 | Last portals and Teleport: Dalaran. |
| 60 | Final ranks, 51 talent points and Conjure Mana Ruby (58) in your bags. |
How to play
In PvP
Long cast, instants, strafe away
Strafe kiting
The mage's bread and butter (some streams call it «the L»). Open from max range with your long cast: Frostbolt (40% slow) or Frostfire Bolt. Once they get close, stop casting long spells: Frost Nova, move away sideways with the strafe keys (strafing keeps full speed; backpedaling is much slower) and finish with instants: Ice Lance or Fire Blast (they share a cooldown: one or the other) and Cone of Cold. Turn the camera with the mouse so the enemy stays in your front half. Once you have range again, another Frostbolt.
Cast mid-jump
Jump cast / jump-turn
If the enemy is right behind you, jump while running, spin 180° in the air with the right mouse button, fire an instant (Ice Lance, Fire Blast or Cone of Cold, which needs them in front) and turn back before you land. The jump keeps its momentum, so you lose no ground. It only works with instants; spells with a cast time can't be cast while jumping or moving.
Shatter combo
Shatter combo
The frost mage's big hit. 1) Frost Nova (or a Frostbite freeze). 2) A few strafe steps out of their reach. 3) Frostbolt, and just before it finishes, Ice Lance: thanks to Forever's spell batching both land together and use the freeze. Ice Lance deals 300% more damage to frozen targets (it was 200%; it now has an 8 sec cooldown shared with Fire Blast, confirmed on 2 November) and snapshots it, so it hits in full even if the freeze breaks right after. Shatter adds crit chance against frozen targets. Any damage breaks Frost Nova, so don't apply damage over time first.
Make the most of Fingers of Frost
Fingers of Frost + spell batching
Fingers of Frost makes your next two spells treat the target as frozen, but any spell spends it. If it procs while you are casting something long that isn't Frost, cancel it (moving is enough) and fire Ice Lance. Spell batching lets you squeeze more out of it: start Frostbolt and press Ice Lance at the end of the cast; both resolve together on the same charge.
Blink with purpose
Blink (stun/root break)
Blink moves you 20 yards the way you are facing and frees you from stuns and roots. Save it for the rogue's opener, the warrior's charge or a root, not for a reflex escape. Before you press it, turn the camera with the mouse toward where you want to go (if you are strafing, you would blink sideways). If they are chasing closely, jump, turn in the air toward your escape route and Blink. If something is in the way, it carries you less far.
Sheep to reset the fight
Polymorph reset
With two enemies, Polymorph the one you won't kill first and fight one-on-one. Against a single enemy, the sheep buys time for Frost Nova and Cone of Cold to come back, or a few seconds to eat and drink; but they heal very fast while polymorphed, so don't use it if they were almost dead. Any damage turns them back, and repeated sheeps last less each time (diminishing returns). It only works on humanoids and beasts.
Don't get your cast pushed back
Spell pushback
Every hit you take while casting delays the spell (spell pushback): against a melee, a Frostbolt may never go off. New in Forever: while Ice Barrier is up, hits don't push your casts back, so put it up before the fight and keep it rolling. As Fire, Burning Soul gives fire spells a 70% chance to ignore pushback. With no shield, use instants until you regain range.
Interrupts and line of sight
Interrupt & line of sight (LoS)
Watch the enemy cast bar and save Counterspell for heals or big spells, not the first one you see: some players start a cast and cancel it to bait your interrupt (a juke). With Improved Counterspell (Arcane) it also silences for 4 sec. Against hunters and other casters, break line of sight (LoS): get behind a pillar, a tree or a corner; their cast fails and they have to come to you.
In dungeons and raids
Leveling with kiting
Kiting (Frost)
The Frost leveling plan: Frostbolt from range and another while it walks in slowed. If it reaches you, Frost Nova, a few strafe steps back and Ice Lance while it's still frozen. Finish with Fire Blast or your wand instead of wasting an expensive Frostbolt on a nearly dead mob.
AoE kiting
AoE kiting
Pull several mobs, let them bunch up and cast Frost Nova; step back a few yards and drop Blizzard on them (Improved Blizzard slows them). Before they reach you, Cone of Cold and step away again. If they surround you, Blink through them and keep going. Only do it with full mana and an escape plan: one mob too many and it falls apart.
Sheep in dungeons
Crowd control (Polymorph)
In groups your job is the sheep: Polymorph the mob your group marked before the pull and recast it when it fades. Don't use Blizzard, Cone of Cold or Arcane Explosion near the sheep: any damage wakes it.
Don't pull threat off the tank
Threat management
Start casting once the tank has the mob, not before. If a mob turns on you, stop casting. Frost Channeling cuts the threat of your Frost spells by 30%; Burning Soul does it for Fire and Arcane Subtlety for Arcane. Counterspell on enemy casters helps the group, though it causes a lot of threat.
Mana management
Mana management (five-second rule)
Your mana regenerates from Spirit, but stops for 5 seconds every time you spend mana. Finishing with your wand lets it kick back in sooner. In long fights: Mana Agate (or a higher gem), then Evocation (8 sec channel). Between fights, conjured water; always carry some for the group.
Keybinds and macros
- Move with W and S, strafe on A and D, and always turn with the right mouse button: keyboard turning is too slow for jump-turns.
- Put Frost Nova, Blink, Ice Lance and Fire Blast next to WASD (Q, E, R, F, 1-4): they are what you press while running.
- Focus sheep macro: /cast [@focus] Polymorph. Set the second enemy as focus and sheep it without changing target.
- Interrupt macro: /stopcasting with /cast Counterspell below it, so you can interrupt even mid-cast.
Every technique, explained for any class: Gameplay techniques
Level 60
Raids open on 9 December, so there are no real damage logs or Forever gear lists yet. Since 2 November every class deals more damage and high-level enemies have more health, and Blizzard doesn't plan big tuning changes until raids open. That day's notes confirmed the tree changes from 28 and 30 October: Piercing Ice, Arcane Focus and the Frost Blast spell are gone; Precision is back to 3 points (6% hit with everything), Incineration now has 5 ranks and Critical Mass 3; Ice Lance deals 300% more to frozen targets and shares an 8 sec cooldown with Fire Blast; Ice Barrier and Winter's Chill get much stronger; Arcane Resilience moves to row 1 with 3 ranks and Missile Barrage to row 2; and Arcane Blast gives less power but costs less. The most planned level 60 builds from the beta (0/29/22 Fire, 0/0/51 Frost and 47/4/0 Arcane) no longer fit as they were: the Frost tree only holds 48 points. What follows are priorities, not final builds.
Fire · Ranged DPS
| Stats |
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| Rotation |
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| Consumables |
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Frost · Ranged DPS and control
| Stats |
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| Rotation |
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| Consumables |
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Arcane · Ranged burst DPS
| Stats |
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| Rotation |
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| Consumables |
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Gear
There is no Forever gear list yet: the new dungeons bring hundreds of items and raids do not open until 9 December. Until then, prioritize spell power and then hit until you stop missing bosses often. Tailoring makes cloth with spell power from low levels and is the easiest way to gear up when you hit 60.
PvP at level 60
- Frost is the PvP tree: slows, freezes, Ice Block and Cold Snap buy you time to cast.
- Basic combo: Frost Nova, a few steps back and Ice Lance (or Frostbolt) while the enemy is still frozen.
- Blink removes stuns and roots: save it for a rogue's opener or a warrior's charge, do not burn it on reflex.
- Counterspell the important heals; with Improved Counterspell (Arcane) it also silences for 4 sec.
- Polymorph the healer or the second enemy to fight one on one; Remove Lesser Curse clears warlock curses and Banes.
- In battlegrounds, Cone of Cold and Blizzard slow groups at the flags; Frostfire Bolt slows too.
- Race matters: Undead against fears, Human against stuns, Gnome against slows and Orc against warlocks.
Professions for this class
| Tailoring | Cloth gear with spell power from low levels, plus bags. Cloth drops naturally from humanoids. |
|---|---|
| Enchanting | Tailoring's natural partner: disenchant what you craft and make wands and oils for yourself. |
| Engineering | The best for PvP thanks to explosives and gadgets; gnomes fail less when using them. |
| Cooking | Well Fed food (+5% kill experience) and needed for camping. |
What we don't know yet
- Level 60 builds with the new 28 October tree: no guide has updated them yet.
- Blizzard confirmed the changes to Ice Lance, Ice Barrier, Winter's Chill, Arcane Resilience and Arcane Blast on 2 November; the Arctic Reach one (more Ice Lance range) only shows in the game data. We still need to see in game how much damage shifts with the general 2 November boost.
- Where Teleport: Dalaran is learned and whether Horde can use it.
- Where to get the level 60 ranks of Conjure Food and Conjure Water and the Arcane Brilliance book (level 56).
- How the mage's Research system fully works and which scrolls are worth it.
- Forever's own raid gear and level 60 consumables (raids on 9 December).
This guide is updated every time Blizzard publishes changes. Whatever is still missing goes in as soon as it is known, and the date at the top tells you when we last touched it.
Sources: Notas de desarrollo de Blizzard (2 de noviembre) · ForeverChanges: cambios sacados de los datos del juego (30-10) · Blizzard: análisis de clases de Forever (mago y chamán) · Blizzard: notas de desarrollo de Forever (foros) · Talents Forever (datos del cliente de la beta, CC BY 4.0) · Method: guía de subida del mago · Warcraft Tavern: guía de subida del mago · Warcraft Tavern: guía del mago · Warcraft Tavern: experiencia en Forever · Zockify: mago en Forever · wow.gg: mago de Escarcha en la beta · Mobalytics: subida con AoE de Escarcha · Icy Veins: subida del mago de Escarcha · Warcraft Wiki: kiting del mago y jump-kiting (todas las ediciones) · Skill Capped: guía de JcJ del mago de Escarcha (TBC) · Icy Veins: guía de JcJ del mago (WoW Classic Era) · Skill Capped: glosario de JcJ (WoW Retail).
